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Fixed in Unity 2017.1

Votes

1

Found in

2017.1.0b6

Issue ID

912789

Regression

Yes

Possible memory leak for development mode standalone (Setting UI.Text.text)

Scripting

-

-

Priority: 2Necessary for shipping a final release

-

Severity: 2No workaround

1. What happened
Attached project indicates Profiler.GetTotalAllocatedMemoryLong() value growth for players build in Dev mode. This wasn't so in 5.6.1p1. In release mode the behaviour wasn't noticed as well.

Observing this behaviour for Win and OSX standalones and for UWP (was launching this one from VS2015 in Debug mode).

2. How we can reproduce it using the example you attached
- Build standalone player with Dev mode checked
- Run it
- Observe 'Total allocated' value growing.

It later starts jumping up and down, but the trend seems to grow beyond previous 'max'.

Comments (5)

  1. 283ec75c748ad58bc8ec3c44052ff0cf?d=mm

    ChrTellefsen

    Aug 16, 2017 13:30

    I can confirm that this is happening in 2017.1.0f3. Shared UI Mesh keeps allocating memory rapidly in play mode until the Unity Editor crashes.

  2. D70814137f5234d14af1acbae1145a4a?d=mm

    Elhimp

    Jul 30, 2017 18:20

    2017.1.0f3 same story

  3. B8cd978c014f0c6895781835b78bb9b9?d=mm

    Dreamteck

    Jul 30, 2017 17:42

    I can confirm that this is still happening in 2017.1.0f3. It's only happening in the editor - not in the build. Mesh memory goes up constantly while in play mode. After exiting play mode, the memory doesn't get freed up resulting in an eventual crash of the editor.

  4. Df59ee5e49d108d6e6fa57d82ba4270a?d=mm

    alexzzzz

    Jul 30, 2017 12:26

    Claimed to be fixed in 2017.1.0p2 release notes, but still reproducible in the editor. My repro project still leaks ~20 megs per second.

  5. 295d6b140033ff68fafc1a9772d097c1?d=mm

    gregstarns

    Jul 27, 2017 09:27

    this is still happening in Unity 2017.2.0b4 (64-bit), in both android , win standalone and editor playback. I added a new bug report but was marked as duplicate, even though this duplicate says fixed.

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